I see. I don't use game maker right now, but if I make a project in that, I will keep that in mind. Thank you.
DiscoSoup
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No worries. I like your stuff quite a bit. I'm working with programs that have limited palettes (one has a user-definable 64 color palette, and the other has about 840 colors. So I end up having to redraw a lot of things. But one thing I've noticed is that some of the themes, like your Japanese them, have very different palette colors (which is awesome because it's pretty). But I am willing to bet money that if you included palette swaps of some of the assets in each pack (like the bamboo platforms and a tree from the ninja pack colored to match the Mystic Sakura, for instance), then you'd probably sell many more assets. Like it would enhance the value without being a lot of work for you (hopefully).
Amazing response time. Is there any chance you'll be able to do a set of enemy sprites that might work with this sort of game, if you know what I mean? Like maybe turtles, and such?
I'm working on a game jam. Probably won't use the duck, but I do plan on using the coins, stars, and a bunch of the background tiles. The game engine in this jam doesn't seem to allow for importing existing assets (it is primitive on purpose, that's part of the jam), so I'll probably just redraw the blocks I wanna use in the game engine's sprite editor.
It looks like there are actually five character animations. Idle (8 frames), running (7 frames), Jumping up (3 frames), landing (4 frames), and wing flapping (4 frames), which I think is meant to be death, as in, he gets hit and flies backwards. Canvas size is 42x42, character varies in size within that canvas.
I got you. Well, it didn't have goblin slang, but there is a big, big secret about the actual nature of the supernatural elements in the first edition. It's obvious from your reply that that is not present in this Edition, but it's also obvious that you've got enough of a toolkit that people could revisit the first world if they want.
I'm so excited to be able to come back to the jam this year. My title is probably one of the coolest in the event: Embrace of the Eon Eater. I'm going to present it as the adaptation of a non-existent Japanese novel. Anyway I have a question.
Is it cool if I change the spelling to Aeon instead of Eon? No worries if not. Just felt more Japanese to me.
Hey all,
I just want to recommend an artist if you need some images for your books. Dean Spencer is someone I've supported for the better part of a decade. His stuff is ideal for Appendix N covers (think a more modern version of Frazetta or Vallejo). You can find his work below, and he also has a Patreon:
DriveThruRPG - Dean Spencer Art
I need to ask for clarification on how to assign stats. The language seems ambiguous to me.
When creating a pilot or a mecha, the direction is "roll 2d6 and assign to either [list of stats]."
Does this mean that we follow this procedure for each stat listed for the type of character, resulted in a score for every stat? Or does it mean that we roll once and choose a single stat to have? Or, since you write "either," Do we assign each of the d6 rolled to a single stat and leave some stats with no rank?
Thank you! But it's really Robert Woolcock of Zadmar Games who did it. I just made a hack of his TriCube Tales system, as I was still working on my degree in July and didn't have time to make a full game. I'm a huge fan of TriCube, and Richard is nice, so I felt that my best effort would be something for that system.
Thank you for the kind words and the feedback. Yes, the stats do start out at zero. So you're going to want to be I guess a little tactical and how you assign your stats, but also realizing that a lot of times your tails can provide good contacts for a critical roll, even if you need to use what's normally a weaker stat.
I can't get this game out of my head. The system is just too amzg. The one thing that gives me a prbm is the enmy system.
I feel like not every enmy is going to want to hide, nor should every enmy have the ability to blast you for max damage, for instance.
What if you had a system of "overlays" for types of enmy? Like small swrm enmy types might have one set of six actions while boss types might have another?
I know the idea is nstn gameplay, and creating a million NPC types just reduces the simplicity. But if you had like 3, 4, or 6 types of enemies that might make things more varied while also adding verisimilitude to the encounters?
1. I am Jake, aka DiscoSoup.
2. This is my third year participating.
3. I am currently inspired by dinosaurs, but if the theme doesn't even come close to what I kind of have in mind already, I will adapt .
4. I am hoping to be able to use my creativity in July. I want to expand my ability to create something. I normally have the Summers off because I work in education, but I'm currently working on a degree so we will see how it goes.









